• Fixed Scenarios from the Repository

    21
    0 Votes
    21 Posts
    6k Views
    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

    4
    0 Votes
    4 Posts
    903 Views
    B
    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

    3
    0 Votes
    3 Posts
    662 Views
    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

    8
    1 Votes
    8 Posts
    1k Views
    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

    39
    0 Votes
    39 Posts
    9k Views
    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

    11
    0 Votes
    11 Posts
    2k Views
    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

    31
    1 Votes
    31 Posts
    8k Views
    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

    5
    0 Votes
    5 Posts
    842 Views
    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

    67
    4
    2 Votes
    67 Posts
    42k Views
    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

    4
    0 Votes
    4 Posts
    795 Views
    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

    5
    0 Votes
    5 Posts
    2k Views
    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

    43
    0 Votes
    43 Posts
    20k Views
    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

    2
    0 Votes
    2 Posts
    652 Views
    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
  • 0 Votes
    8 Posts
    1k Views
    T
    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

    5
    1 Votes
    5 Posts
    1k Views
    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

    5
    5 Votes
    5 Posts
    3k Views
    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
    2
    1 Votes
    2 Posts
    618 Views
    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

    5
    0 Votes
    5 Posts
    1k Views
    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

    3
    0 Votes
    3 Posts
    1k Views
    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16
  • 0 Votes
    4 Posts
    768 Views
    TheDogT
    @Trevan Thanks! Im on your factory building v2.3.21895 I will raise an issue on GitHub.

Recent Posts

  • @iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.

    read more

  • @Schulz Yes all of those can absolutely be implemented, I actually did something very similar with my old map, let me know if you want me to get the trigger code for that and adjust it for your needs

    read more

  • I created a mod called Pregunpowder Experiment to see if I could get more realistic behavior from TripleA. Due to the map admin problems, I can't approve yet, but you download it directly from https://github.com/triplea-maps/Pregunpowder_Experiment.

    Here are the notes

    *An experiment of strategic interactions in pre-gunpowder times. The only unit types are Infantry, Cavalry and Forts. Combat is limited to 3 rounds

    Infantry is cheap to build and maintain but can't attack cavalry

    Cavalry is expensive to build and maintain but has a higher combat factor and is faster. It can't attack forts.

    Forts are expensive to build but cheap to maintain. They have 2 hits and AA type attack each round on all enemy units. There can be a maximum of 5 forts in a territory.* (Note that a long siege can destroy a large army).

    The AI utilized units in an appropriate way but did not buy cavalry. The game has some of the feel of pregunpowder warfare with unopposed cavalry being devastating.

    I will probably use some of these ideas in future mods.

    read more

  • @TheDog

    Many thanks for the kind welcome and quick and considerate reply!

    I'm really blown away by the depth and customisation that this map has! Thanks again for all your work in making it happen 🙂

    read more